[Dominion] Ninja Card Guide - Shadow Attack with $2
Rating of the Rising Sun card Ninja. Cost 4 Action-Attack-Shadow. +$2. Each other player discards down to 4 cards in hand. Shadow type allows playing from your deck.
Ninja
Basic Info
- Type: Action-Attack-Shadow
- Cost: 4
- Effect: +$2. Each other player discards down to 4 cards in hand.
- Shadow: Can be played directly from your deck.
Rating
A $4 attack with +$2 bonus and the brutal Minion-tier hand attack. Shadow type lets it play from deck without using a hand slot.
Tier B+. S where attacks are scarce; B where reactions exist.
How to Play
Early: $4 buy. Activate next turn for +$2 + attack.
Mid: Shadow play conserves hand space. Multi-Ninja keeps opponents at 4 cards permanently.
Late: Attack disrupts Province acquisition.
When to Pick / Skip
Pick when:
- Weak alternative attacks.
- Engines using Shadow synergy.
- Long games for sustained pressure.
Skip when:
- Moat/Lighthouse blocks.
- Short rushes.
- Heavy terminal collision (mitigated by Shadow).
3-4 copies typical.
Key Combos
Ninja + King's Court: +$4 + 2 attacks.
Ninja + Smithy: Draw to find Ninja.
Ninja + Haven: timing.
Ninja + Key: stable +$1.
Ninja + Change: Copper → Ninja upgrade.
Ninja + Messenger: gain synergy.
Synergies
- King's Court: doubled.
- Smithy/Council Room: draw.
- Haven: timing.
- Key: continuous +$1.
- Change: upgrade.
- Messenger: gain.
- Spices: Coffer.
- All Shadow cards.
Counters & Bad Matchups
- Moat/Lighthouse: blocks.
- Reactions: partial.
- Short games.
- Heavy terminals (Shadow mitigates).
Advanced Tips
Shadow strategy: play from deck, save hand slot. Engines fire 10+ cards plus Ninja.
Attack severity: hand to 4 = Minion-tier. $4 cost is a steal.
KC max: KC + Ninja = +$4 + 2 attacks per turn.
Mirror: handsize attrition, both stuck at 4 cards.
Haven: save Ninja or use Shadow alt.
Province line: Ninja + Treasures = $8.
Multi-Ninja: 3-4 = +$6-8 + sustained attack.
Reaction defense: Moat/Lighthouse blocks attack but +$2 still applies.
3-pile-go: Ninja stack depletion.